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A place to discuss topics/games with other webDiplomacy players.
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Alqazar (403 D)
19 Feb 09 UTC
himethisisme, Arkaalis and Neryth
himethisisme and Arkaalis are in 4 games together and if you look at their history they always work together. Friends in real life? Or the same person? Also, Neryth is in 3 of their games too, and likewise always an ally. Neryth has only been in 3 games total thus far.

Check out France's navy in this past game and note how it passes through the Mediterranean and helps out the Italians/Turks in Greece.
http://phpdiplomacy.net/board.php?gameID=8377
11 replies
Open
Sicarius (673 D)
17 Feb 09 UTC
anybody live in pittsburgh?
get ready: the anarchists are coming!
42 replies
Open
amonkeyperson (100 D)
19 Feb 09 UTC
Uber Win
Say you were playing a PPSC game, the pot is 34, and you win with 20 supply centers. Do you get 20 pionts for that game?
And what was the biggest win ever on this site? It'd be cool to see someone win with 20+ SCs.
33 replies
Open
LeeArama (100 D)
20 Feb 09 UTC
Turbo game. leearama2
Got a 1hour clock game available. 20 in. Let's have some fun this afternoon.
3 replies
Open
junior03 (153 D)
19 Feb 09 UTC
retreat rule
hey-- i just got burned by what i feel is a lame loophole in the retreat rule. i had armies side by side in burgundy, ruhr, and kiel, moving east from france. on the same turn, i took munich with ruhr supported by burgundy, and berlin with kiel supported by baltic.
13 replies
Open
Concorde (0 DX)
19 Feb 09 UTC
GAME PAUSED FOR WEEKS
http://phpdiplomacy.net/board.php?gameID=8455
Can this be unpaused or removed pls?
It's getting annoying, and we all but one want to play
5 replies
Open
Universe (175 D)
18 Feb 09 UTC
The large alliance
If a player is trying to make a large alliance with those bordering him, and doing so openly, what can be inferred from him?
4 replies
Open
State (183 D)
20 Feb 09 UTC
Leaving the game early?
How do you leave a game early? I see where there are options to take over for someone... how do you do that? Leave that is?

I found myself in one of those long hours between phases maps that I can't stand. (I know... pay attention before joining, but I can't afford it.)
8 replies
Open
Sicarius (673 D)
17 Feb 09 UTC
sorry for my missed moves
I was in key west with my girlfriend
30 replies
Open
AaronHawklord (549 D)
20 Feb 09 UTC
Did I get a raw deal?
So I was off to a great start in this game: http://phpdiplomacy.net/board.php?gameID=8184
and all of a sudden, around spring of '03, Austria starts evacuating it's SC's in favor of Turkey. Am I being a whinny-butt, or did I get a raw deal?
3 replies
Open
maintgallant (100 D)
18 Feb 09 UTC
Forum Correlary: Convoy Rules Explained?
I've never wrapped my head around the convoy rule that an attacked fleet can still convoy an army.
29 replies
Open
sswang (3471 D)
19 Feb 09 UTC
Gunboat with a Diary diaries and EOGs
http://phpdiplomacy.net/board.php?gameID=7691
11 replies
Open
akssoon (100 D)
19 Feb 09 UTC
Move North Africa -> Spain possible?
Well....is it? ;-)
3 replies
Open
S.P.A.O. (655 D)
19 Feb 09 UTC
fun game-6
Only 20 points! 24 hours! Fun!
only one more applicant accepted! It could be you!
Seriously, i just want to get started, so please someone, anyone, join fast :)
6 replies
Open
Katsarephat (100 D)
17 Feb 09 UTC
Slow Ride
Take it easy...!

Great song, better Diplomacy game. http://phpdiplomacy.net/board.php?gameID=8847
5 replies
Open
rratclif (0 DX)
19 Feb 09 UTC
Hey figlesquidge!
Just a heads-up, I sent you an email. Thanks!
4 replies
Open
onzlate (257 D)
19 Feb 09 UTC
Deleting Games
How do you delete a game before it actually starts???
3 replies
Open
Invictus (240 D)
19 Feb 09 UTC
Peppercorn
http://phpdiplomacy.net/board.php?gameID=8879

20 points, points per center, 24 hours.
I better not get Russia again...
1 reply
Open
DipperDon (6457 D)
18 Feb 09 UTC
A Rule We Are Not Following
Why do we not follow the official rules on the disbanding of units when a player fails to submit orders?

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Noirin (2827 D)
18 Feb 09 UTC
@DipperDon the rules are also crystal clear on the fact that orders should be written on paper, read by voice and that there should be no negotiations during the retreats phase, so should we do that too?
rratclif (0 DX)
18 Feb 09 UTC
I believe I have an example of a rule adapted to the internet: Being able to talk during retreat phases.

I was under the impression that this was allowed because in a FtF game you don't have to worry about being online enough to exchange enough messages to cover every possible scenario, and in a Mail Game you can write longer more detailed plans since you're not constrained to the 12-48 hour phases.

Correct me if that's wrong, but I'm betting there are other situations like that.
Noirin (2827 D)
18 Feb 09 UTC
The problem is that there are no rules at all for anything but FtF, so we could keep arguing for the next 1000 years without obtaining nothing.
My suggestion is to go and suggest what you say about NMRs and the switching off of the chat during retreats/builds on the dev forum, where it might be more useful.
rratclif (0 DX)
18 Feb 09 UTC
Damn, I type way too slow for this.
DipperDon (6457 D)
18 Feb 09 UTC
Kat, you're the one who started the adhoms.

But you've still not demonstrated, not repeatedly, not even once, that the rule NEEDS to be changed for online play.
DipperDon (6457 D)
18 Feb 09 UTC
You all give examples of changes in how to submit orders, timeframes, and communications. Those must be changed for online play. But none of them affect the pieces on the board. This rule DOES. And none of you can give a reason why it is necessary to change it.
rratclif (0 DX)
18 Feb 09 UTC
Alright, I got one for you DipperDon:

Cheating is explicitly allowed in Diplomacy, there are numerous instances of the creator of the game saying that himself (I think the logic was something like "all's fair in war"), examples that are mentioned are moving pieces, adding pieces to the board, etc.

It seems like this is frowned upon in most circles, but certainly allowed. That would be absurd if we allowed in on this site, and make a complete mockery of what we enjoy. It's a rule change that affects the pieces on the board that's necessary for the integrity of the online game.
DipperDon (6457 D)
18 Feb 09 UTC
Interesting, rratcliff. I haven't read anything about Calhamer saying outright cheating is okay. Got some links?

Can you explain why this rule regarding disbandments of disloged nmr units must be changed for online play?
rratclif (0 DX)
18 Feb 09 UTC
I'd read an article on it when I was starting out, I remember I saved it, I'll see if I can't find it.

With shorter phases than postal and without being forced to be involved as in FtF, I think people are more likely to miss a turn, and I think that retreats not being auto compensates for that. But that's just my opinion.

I'm going to go find that article before I look like a complete jackass. If anyone knows where I can find record of him saying that feel like helping me out?
trip (696 D(B))
18 Feb 09 UTC
The only thing I don't like about the current system is that it gives the active players in a game a second turn to attack a country who is technically in CD, without actually being in CD.

The only way I can think of keeping that from happening would be to have an "x" assigned in the retreat phase to a player who misses a turn (whether he has units displaced or not). That would give him/her a full phase to reclaim their country before it goes CD.
maintgallant (100 D)
18 Feb 09 UTC
Don, I'm reading a lot of back and forth here: it is the rules - it isn't the rules, and I can honestly say from an observer's standpoint that this has moved past discussion. What advantage would a rules change have for the site? Aside from an "It's in the rules" standpoint, what other advantages would phpDiplomacy gain from making a shift?
ldrut (674 D)
18 Feb 09 UTC
Don, I had a feeling you'd ask for a list so I was already looking. All are from the 2000 edition:

First - conceivably important changes:

"At the beginning of the game players meet together one-on-one or in small groups to discuss their plans" - we have no capabilities for group meetings, which allows for a lot more lying.

"Negotiations last 30 minutes before the first turn and 15 minutes thereafter" - 3 day negotiation and planning periods allow strategic thinking far beyond what the original game envisioned.

"(players) may try to overhear the conversations of others" - espionage would be nice, but how?

"These retreats are written down ... and revealed at once. No diplomacy or negotiation takes place prior to writing retreat orders" - others have maintained that this change is significant (and I agree) but implementing it in a way true to the game and in an enforceable manner is utterly impossible.

"As with retreats gaining or loosing units ... are written and exposed simultaneously without discussion or diplomacy of any kind" - same comment as above. I would argue both of these are much more significant changes to the game than what you complain about.

And in the stupid little stuff category:

The aforementioned paper slips and out loud readings.

Orders are to be written in the format "F London holds"

"The turns are called 'Spring' and 'Fall'"

and most importantly

"Boundaries between countries are marked with heavy white lines"

Now how can we ever play properly when the map isn't even correct!


OK thats 10, half of which I could argue are significant changes to the way the game plays out and could conceivable change the result of a game.

Don, you may as well complain the last movie you went to was different from the book. The medium and constrains are different and at best one can only be an interpretation of the other. PhpDiplomacy is not and can not be Diplomacy precisely. At best it can be an interpretation of Diplomacy which aspires to preserve the spirit and feel of the game, not every single rule in its finest detail.
ldrut (674 D)
18 Feb 09 UTC
And back to your comment a few up Don. The simultaneous and non-negotiation retreat and build rules most certainly affect the placement of units on the board, and far more significantly than the change you complain about does.
rratclif (0 DX)
18 Feb 09 UTC
Hmmmm..... Having trouble finding the article where Calhamer says it, but I found this (Not a great source, but it at least verifies I'm not crazy): http://www31.discuss.com.hk/viewthread.php?tid=3403095&extra=page%3D1%26amp%3Bfilter%3Ddigest


Important section: In some circles cheating is not only allowed, but also actively encouraged. Players are allowed and expected to move pieces between turns, add extra armies (the so-called "Flying Dutchmen"), listen in to private conversations, change other players' written move orders and just about anything else they can get away with. In tournament play, however, these forms of cheating are generally prohibited, leaving only the lying and backstabbing which is prevalent wherever Diplomacy is played.
Noirin (2827 D)
18 Feb 09 UTC
"And none of you can give a reason why it is necessary to change it."

I'm just trying to point out that if you want it to change you should use some more diplomacy and suggest it in the right place instead of saying phpDip goes against the rules
rratclif (0 DX)
18 Feb 09 UTC
Anyway, I think a big reason for why talking during retreats is okay is that through email, phone, AIM, facebook, etc. we cannot shut down all forms of communication, and accepting the honor system is ludicrously naive. Might as well level the playing field.
DipperDon (6457 D)
18 Feb 09 UTC
Good list, Idrut. But again, none of them affect the pieces on the board like changing the nmr/dislodgement rule.

Maintgallant, good question about what benefit is there to changing. Which begs the question "what was the benefit of putting it in the FtF rules?" I'd say to follow the idea that routed units without leadership do not remain a cohesive fighting unit.

Why should that change in online play?
ldrut (674 D)
18 Feb 09 UTC
Rratclif, if you can find the line about cheating being allowed I'd love to see it too. When I first came to phpDiplomacy I clearly remembered that from my own High School days playing the game and wanted to use it in a post discussion but try as I might I could not find it at all.

The statement was that you could move a unit's location on the board (your's or another's) and if you were not caught before the orders were read, it stayed. I'm certain I read that but where or whether it was official or house rule or Calhamer I have no idea.
DipperDon (6457 D)
18 Feb 09 UTC
rratcliff, nice quote. But the "in some circles" makes it clear that those are "house rules" and that cheating is not officially legal.
ldrut (674 D)
18 Feb 09 UTC
Don, the retreat and build rules massively affect unit locations. I have only once seen units disband because of retreating to the same territory in a phpDiplomacy game. In FTF either it happens routinely or players retreat to less-favorable locations to void it occurring. Similarly giving allies time to discuss where to make builds or who builds fleets and who armies is very different from having them build and hope the other chose right.

Those situations will occur several times a game. The retreat after CD scenario is much less frequent and much less consequential.
rratclif (0 DX)
18 Feb 09 UTC
I wish I could find it, but I know there are instances of Calhamer saying cheating was okay... I viewed it along the same lines as not all laws are in the constitution, but the people in charge say they're there. Calhamer says it's cool, so in my book it should be allowed.

Really wish I could find that Calhamer article though. It'd make me a lot more credible.
DipperDon (6457 D)
18 Feb 09 UTC
And I do understand that our current phpDiplomacy "house rule" is that nmr countries are allowed to retreat dislodged units. I'm not bashing this site. I LOVE this site and the community. If I'm giving a different impression, I apologize.

But I do wonder why we don't follow the actual rules on those dislodged units, and I have to ask why that is the case. I cannot think of a good reason why it is necessary.

DipperDon (6457 D)
18 Feb 09 UTC
Idrut, I totally agree with you on the non-negotiation. Someone, maybe Edi Birsan, said that the rule was there solely to speed up FtF games. I think it possible that the no-communication rule is there because in a real war routed units, possibly from different countries, wouldn't be likely to coordinate their retreats. Were it possible to turn off communications during retreats/builds, I think that would be best. Players would be on the honor system to not communicate by other means, just as in gunboat. So I think we are in agreement on that.
ldrut (674 D)
18 Feb 09 UTC
Also Don asks what is the benefit of making the change. Back to my original point - when a player leaves the table at a FTF game 99.9% of the time it is because he is no longer interested in the game and is abandoning the position. The assumption he will not return is generally valid.

Here is much different. There are lots of other reasons a turn will be missed. I've only completed 12 games but expect there are at least two to three dozen occasions of a player missing a turn then returning to play more (including at least two cases of four or more players missing the same turn). Some have been because of forgetfulness, some due to work or school, some due to out-of-town trips lasting longer than expected.

Which is better - allowing the person who knows the games and alliances to return or bringing in a new player who knows none of his. If so, why make his position even worse. Why punish a person for something beyond his control?

The rule was designed to handle a person who is leaving the game and to make clear what to do when there were no orders and no possibility of orders. This requested change does not seem designed to make the online game better - it is just a plan to punish the player for missing his turn or reward a player for happening to be next to him. How does that improve the game?
ldrut (674 D)
18 Feb 09 UTC
I know Edi says the retreat rules are just to speed up the game but I don't buy it. If we just needed a fast game they could have specified a 5 minute negotiation phase which would be more than enough. I think it is specifically to force a bit of fog of war and to increase the occasions where players have to guess the other player's moves. Not having that and allowing allies to negotiate their builds actually makes alliances stronger than the would be otherwise.

I wish there was a way to make it secret and quick, but there isn't a way that does not in some way violate the rules as written.
Xapi (194 D)
18 Feb 09 UTC
Ihave a real urge to say something in the lines of "pwned!" but I'll refrain.
DipperDon (6457 D)
18 Feb 09 UTC
"...when a player leaves the table at a FTF game 99.9% of the time it is because he is no longer interested in the game and is abandoning the position. The assumption he will not return is generally valid...Here is much different..."

Excellent. This is what I was looking for. You make some great points, that have me already mostly convinced.

rratclif (0 DX)
18 Feb 09 UTC
It's weird, typically I would 100% agree with DipperDon, I think that rules are designed for a reason and thus should be followed (with things like games I mean), but I take an exception to Diplomacy, it seems that the community has kept it a constantly evolving, improving game.
Xapi (194 D)
18 Feb 09 UTC
Wow, too many posts between Idurt's at 3:20 and mine at 3:36...
maintgallant (100 D)
18 Feb 09 UTC
@ Don... I'm not sure I have a handle on the importance of the difference. I'm not trying to agree or disagree or way judgment, but since I'm relatively new to the site and the game, I'm having trouble understanding the nature of the suggestion.

The closest I can link it to is the rule that a fleet successfully convoys an army even when it is attacked, which to me is counter-intuitive. How can that happen? How can a force perform two functions at once (ie, convoying an army AND holding a square). I've seen a lot of players perform wizardly sorts of maneuvers with convoy systems, and it all seems whimsical to me. Why not keep it simple? If I convoy is attacked the function should end. To me it's pretty nuts as is.

Am I on the right track of your complaint?

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67 replies
airborne (154 D)
19 Feb 09 UTC
A NMR that doesn't go into CD
http://phpdiplomacy.net/board.php?gameID=7738
Its really holding up the game. Can we get a mod to help. Thanks
3 replies
Open
alexwilder (100 D)
19 Feb 09 UTC
Slow game
Game of Slow Wits Spring 1901, Pre-game
End of phase: 3 days
1 reply
Open
onzlate (257 D)
18 Feb 09 UTC
Join "Let's Get this Party Started!"
Accidentally put a password on my game, anyone that wants to join it's "yep" (without the quotations).
5 replies
Open
Centurian (3257 D)
18 Feb 09 UTC
Secret Draw?
Akin to the anonomous hold of the US Senate, wouldn't it be more interesting if we didn't know who was holding up the draw?
I think this could potentially cut down on draws and helps players go for the win without making it totally clear they are going for the win.
20 replies
Open
WRB (2664 D)
18 Feb 09 UTC
Moderator Help needed: Politics is for rich kids
In the game entitled Politics is for rich kids, both Spain and Serbia were captured by France and Austria, but when they were vacated they returned to neutral. Can they be restored?
5 replies
Open
Invictus (240 D)
18 Feb 09 UTC
Coup de Main
http://phpdiplomacy.net/board.php?gameID=8855

27 points, 24 hours, points per center.
Pretty clever name, huh?
5 replies
Open
BoG75 (6816 D)
18 Feb 09 UTC
New Game
Everybody loves that new car smell so why not join this game and enjoy it.

http://phpdiplomacy.net/board.php?gameID=8867
0 replies
Open
TheEuropean (100 D)
18 Feb 09 UTC
Pre-posting of orders
I will shortly be away from all computer and telephone coverage for 48 hours. Other than obtaining agreement for a pause, is there a way I can pre-post orders before I leave?
9 replies
Open
saulberardo (2111 D)
18 Feb 09 UTC
Doubt about the Rules
Hey folk, take a look at hits game
http://phpdiplomacy.net/board.php?gameID=8577
Can a unit being "attacked" still cut the support from the unit that is supporting the attack?
5 replies
Open
Clam (100 D)
16 Feb 09 UTC
12 hours/phase game
There aren't any joinable now. If you're interested, posty post.
1 reply
Open
V+ (5470 D)
17 Feb 09 UTC
Moderater: help unpause
Can we can a little help to unpause the following game? I asked for the pause before the weekend, and all players but one voted to unpause over 36 hours ago in a 24-hour game. Thanks.

http://phpdiplomacy.net/board.php?gameID=8447
14 replies
Open
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